Knot
(Alteration)
(desreveR)


L^: mu0
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R#: 1"
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D^: <see below>
C^: v.s
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CT: 1/2 segment
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S^: None
A^: One object
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Effect: This cantrip of the permutation of the tie cantrip.
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It causes the thread, string, cord, or [rope] to knot itself in such a manner as to be very difficult to untie,
and from 2-8 rounds,
minus dexterity bonus for reaction of the individual untying the knot,
to undo.
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It works even on material already affected by a tie cantrip,
but not on magical ropes,
ropes being held onto by a character or creature,
or taut lines such as bowstring.

C: The caster verbalizes a low zzzz sound while moving the arm forward with a strong wrist motion.

WSG: A character with proficiency in rope use can loosen the
knot in 1d4 rounds, minus his dexterity bonus for reaction (but a
minimum of 1 round in any case).


UA: The knot cantrip JOINS 2 ropes, as if the caster had the Use Rope skill.
Further, it takes 2-8 rounds (- Dex Reaction Bonus) to HALVE 2 ropes which have been given a knot.
(You normally need Use Rope in order to JOIN 2 ropes.)
(You normally need Use Rope in order to KNOT 2 joined ropes.)
 
 





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